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2022-08-04Fix some array size function definition mismatch.Fabio Alessandrelli
2022-07-25Code quality: Fix header guards consistencyRémi Verschelde
Adds `header_guards.sh` bash script, used in CI to validate future changes. Can be run locally to fix invalid header guards.
2022-07-18Use integer types in Image and ImageTexture methodsFireForge
- Image.blit_rect() - Image.blit_rect_mask() - Image.blend_rect() - Image.blend_rect_mask() - Image.fill_rect() - Image.get_used_rect() - Image.get_rect() - ImageTexture.set_size_override()
2022-07-02SCons: Properly track codegen script dependency for generated GLSL headersRémi Verschelde
2022-06-24add support for soft shadows to the lightmapperPriyansh Rathi
2022-06-20Clean up Hash Functionsreduz
Clean up and do fixes to hash functions and newly introduced murmur3 hashes in #61934 * Clean up usage of murmur3 * Fixed usages of binary murmur3 on floats (this is invalid) * Changed DJB2 to use xor (which seems to be better)
2022-05-04Merge pull request #60723 from reduz/refactor-module-initializationRémi Verschelde
2022-05-04Refactor module initializationreduz
* Changed to use the same stages as extensions. * Makes the initialization more coherent, helping solve problems due to lack of stages. * Makes it easier to port between module and extension. * removed the DRIVER initialization level (no longer needed).
2022-04-29Rename Basis "elements" to "rows"Aaron Franke
2022-03-28String: Remove TTR and DTR defines in non-tools buildRémi Verschelde
This ensures we don't use TTR in runtime code, as it's specifically meant to source translations for the editor.
2022-03-09Change some math macros to constexprkobewi
Changes `MAX`, `MIN`, `ABS`, `CLAMP` and `SIGN`.
2022-03-06Add a UniformSet cachereduz
* Changed syntax usage for RD::Uniform to create faster with a single RID * Converted render pass setup to use this in clustered renderer to test. This is the first step into creating a proper uniform set cache system to simplify large parts of the codebase.
2022-02-11RendererRD: Remove binding specifier for push constantsRémi Verschelde
This is unsupported and glslang made it raise an error in 11.7.0: https://github.com/KhronosGroup/glslang/pull/2810 Co-authored-by: Clay John <claynjohn@gmail.com>
2022-01-08Use fill() to fill an entire image instead of setting pixels individually.Anilforextra
2022-01-03Update copyright statements to 2022Rémi Verschelde
Happy new year to the wonderful Godot community!
2021-11-19GPULightmapper: better algorithm to generate rays for indirect lightingWilliam Deurwaarder
Previous algorithm used an algorithm to generate rays that was not completely random. This caused artifacts when large lighmap textures were used. The new algorithm creates better rays and by that prevents artifacts.
2021-10-28clang-format: Disable alignment of operands, too unreliableRémi Verschelde
Sets `AlignOperands` to `DontAlign`. `clang-format` developers seem to mostly care about space-based indentation and every other version of clang-format breaks the bad mismatch of tabs and spaces that it seems to use for operand alignment. So it's better without, so that it respects our two-tabs `ContinuationIndentWidth`.
2021-10-16GPULightmapper: execute dilate also after denoiseWilliam Deurwaarder
Dilate fills gaps that are caused by the rasterization. As dilate is based on the alpha-channel which is not part of denoise, dilate can be run after denoise as well. So that colors are not denoised/mixed over seams.
2021-10-16GPULightmapper: execute dilate before denoiseWilliam Deurwaarder
Dilate fills gaps that are caused by the rasterization. Previously denoise was done before dilate which caused the gaps to become filled (non-zero). This resulted that the gaps were not recognized by dilate and the background color leaked. This is fixed by executing dilate before denoise.
2021-10-15GPULightmapper: increase ray triangle hit rateWilliam Deurwaarder
Currently the method ray_hits_triangle determines triangles not to be hit by a ray due to an epsilon that is too big. In practice those triangles are hit by those rays. This is fixed by introducing a smaller epsilon.
2021-10-13Merge pull request #53744 from williamd67/GPULightmapper-prevent-endless-loopRémi Verschelde
2021-10-13Merge pull request #53743 from williamd67/GPULightmapper-process-rays-to-skyRémi Verschelde
2021-10-12GPULightmapper: prevent loop with max iterationsWilliam Deurwaarder
In case the calculation of the delta contained infinity values (division by zero), than later the calculation of the next cell failed as the infinity value was multiplied by zero which resulted in a nan. The nan-value caused that the next cell was equal to the current cell which resulted in an end-less loop, which only terminates by the maximum iterations protection. This is solved by replacing infinity with grid_size which acts as infinity.
2021-10-12GPULightmapper: process rays to sky in all bounces as activeWilliam Deurwaarder
Before this change only rays to the sky (RAY_MISS) in the first bounce were processed as active rays. This caused artifacts, areas were too light, when more than one bounce were processed. Now rays to the sky are processed as active rays for all bounces.
2021-10-12GPULightmapper: skip smoothen positions for flat trianglesWilliam Deurwaarder
Smoothening positions for flat, non-smoothened, triangles is unnecessary and caused positions to move outside their triangle which caused side-effects as rays from those positions intersected with triangles which could not be reached from the original triangle. This is solved by skipping smoothening of positions for flat triangles. A triangle is determined to be flas as its vertex normals are equal.
2021-09-14GPULightmapper exclude back-face triangles while calculating bouncesWilliam Deurwaarder
Edges that are at the edge of a plane, may get behind the scene and will hit back-face triangles which where included in the lighting calculations. This caused leaking of light at the edge of planes. In case a ray hits back-face triangle, it is skipped in the bounce calculations.
2021-09-11GPULightmapper's triangles and their bounding box will be in-syncWilliam Deurwaarder
Previously the bounding boxes and triangles were maintained in two separate arrays (Vectors). As the triangle vector was sorted and the bounding-box array was not , the order of both arrays differed. This meant that the index in one was different than the other, which caused lookup issues. To prevent this, the bounding-box is now part of the triangle structure so that there is a single structure that cannot become out-of-sync anymore.
2021-07-26Implement Binary Shader Compilationreduz
* Added an extra stage before compiling shader, which is generating a binary blob. * On Vulkan, this allows caching the SPIRV reflection information, which is expensive to parse. * On other (future) RenderingDevices, it allows caching converted binary data, such as DXIL or MSL. This PR makes the shader cache include the reflection information, hence editor startup times are significantly improved. I tested this well and it appears to work, and I added a lot of consistency checks, but because it includes writing and reading binary information, rare bugs may pop up, so be aware. There was not much of a choice for storing the reflection information, given shaders can be a lot, take a lot of space and take time to parse.
2021-07-13Implement the ability to disable classesreduz
* This PR adds the ability to disable classes when building. * For now it's only possible to do this via command like: `scons disable_classes=RayCast2D,Area3D` * Eventually, a proper UI will be implemented to create a build config file to do this at large scale, as well as detect what is used in the project.
2021-06-19Rename `instance()`->`instantiate()` when it's a verbLightning_A
2021-05-03Assorted fixes to UV unwrapping and GPU lightmapperjfons
Various fixes to UV2 unwrapping and the GPU lightmapper. Listed here for context in case of git blame/bisect: * Fix UV2 unwrapping on import, also cleaned up the unwrap cache code. * Fix saving of RGBA images in EXR format. * Fixes to the GPU lightmapper: - Added padding between atlas elements, avoids bleeding. - Remove old SDF generation code. - Fix baked attenuation for Omni/Spot lights. - Fix baking of material properties onto UV2 (wireframe was wrongly used before). - Disable statically baked lights for objects that have a lightmap texture to avoid applying the same light twice. - Fix lightmap pairing in RendererSceneCull. - Fix UV2 array generated from `RenderingServer::mesh_surface_get_arrays()`. - Port autoexposure fix for OIDN from 3.x. - Save debug textures as EXR when using floating point format.
2021-04-27Core: Drop custom `copymem`/`zeromem` definesRémi Verschelde
We've been using standard C library functions `memcpy`/`memset` for these since 2016 with 67f65f66391327b2967a20a89c3627e1dd6e84eb. There was still the possibility for third-party platform ports to override the definitions with a custom header, but this doesn't seem useful anymore.
2021-04-14Refactor GLSL shader compilationreduz
-Used a more consistent set of keywords for the shader -Remove all harcoded entry points -Re-wrote the GLSL shader parser, new system is more flexible. Allows any entry point organization. -Entry point for sky shaders is now sky(). -Entry point for particle shaders is now process().
2021-02-18Reorganize Project Settingsreduz
-Advanced Settings toggle also hides advanced properties when disabled -Simplified Advanced Bar (errors were just plain redundant) -Reorganized rendering quality settings. -Reorganized miscelaneous settings for clean up.
2021-02-08Initialize class/struct variables with default values in modules/Rafał Mikrut
2021-02-07Invert spotlight angle attenuationjfons
Inverted the spotlight angle attenuation so a higher value results in a dimmer light, this makes it more consistent with the distance attenuation. Also changed the way spotlighs are computed in SDFGI and GIPorbes and GPU lightmapper, now it matches the falloff used in the scene rendering code.
2021-01-26Reorganize RenderingDevice barriersreduz
-Removed sync to draw, now everything syncs to draw by default. -Fixed many validation layer errors. -Added support for VkImageViewUsageCreateInfo to fix validation layer warnings. -Texture, buffer, raster and compute functions now all allow spcifying which barriers will be used.
2021-01-05Change the light attenuation formulas.reduz
-Much better looking, physically based. -Almost negligible extra cost.
2021-01-01Update copyright statements to 2021Rémi Verschelde
Happy new year to the wonderful Godot community! 2020 has been a tough year for most of us personally, but a good year for Godot development nonetheless with a huge amount of work done towards Godot 4.0 and great improvements backported to the long-lived 3.2 branch. We've had close to 400 contributors to engine code this year, authoring near 7,000 commit! (And that's only for the `master` branch and for the engine code, there's a lot more when counting docs, demos and other first-party repos.) Here's to a great year 2021 for all Godot users 🎆
2020-12-28Rename empty() to is_empty()Marcel Admiraal
2020-12-09Static analyzer fixes:bruvzg
Removes unused code in OS. Fixes return types. Fixes few typos.
2020-12-04Rename RD texture "type" to "texture_type"Aaron Franke
"type" isn't very descriptive for exposed code, and this variable is exposed via RD_SETGET.
2020-12-04Rename RD uniform "type" to "uniform_type"Aaron Franke
"type" isn't very descriptive for exposed code, and this variable is exposed via RD_SETGET.
2020-11-07Reorganized core/ directory, it was too fatty alreadyreduz
-Removed FuncRef, since Callable makes it obsolete -Removed int_types.h as its obsolete in c++11+ -Changed color names code
2020-07-10Add override keywords.Marcel Admiraal
2020-05-27Split `Geometry` singleton into `Geometry2D` and `Geometry3D`Andrii Doroshenko (Xrayez)
Extra `_2d` suffixes are removed from 2D methods accoringly.
2020-05-18GLSL: Change shader type specifier from [vertex] to #[vertex]Rémi Verschelde
The added `#` prevents clang-format from misinterpreting the meaning of this statement and thus messing up the formatting of the next lines up until the first `layout` statement. Similarly, a semicolon is now enforced on `versions` defines to prevent clang-format from messing up formatting and putting them all on a single line. Note: In its current state the code will ignore chained statements on a single line separated by a semicolon. Also removed some extraneous lines missed in previous style changes or added by mistake with said changes (e.g. after uniform definitions that clang-format messes up somewhat too, but we live with it).
2020-05-14Style: Enforce separation line between function definitionsRémi Verschelde
I couldn't find a tool that enforces it, so I went the manual route: ``` find -name "thirdparty" -prune \ -o -name "*.cpp" -o -name "*.h" -o -name "*.m" -o -name "*.mm" \ -o -name "*.glsl" > files perl -0777 -pi -e 's/\n}\n([^#])/\n}\n\n\1/g' $(cat files) misc/scripts/fix_style.sh -c ``` This adds a newline after all `}` on the first column, unless they are followed by `#` (typically `#endif`). This leads to having lots of places with two lines between function/class definitions, but clang-format then fixes it as we enforce max one line of separation. This doesn't fix potential occurrences of function definitions which are indented (e.g. for a helper class defined in a .cpp), but it's better than nothing. Also can't be made to run easily on CI/hooks so we'll have to be careful with new code. Part of #33027.
2020-05-14Style: clang-format: Disable KeepEmptyLinesAtTheStartOfBlocksRémi Verschelde
Which means that reduz' beloved style which we all became used to will now be changed automatically to remove the first empty line. This makes us lean closer to 1TBS (the one true brace style) instead of hybridating it with some Allman-inspired spacing. There's still the case of braces around single-statement blocks that needs to be addressed (but clang-format can't help with that, but clang-tidy may if we agree about it). Part of #33027.
2020-05-14Style: Fix missing/invalid copyright headersRémi Verschelde